the only way to guarantee against elimination is to maintain a standing army. how big does that army need to be? well it depends how powerful your neighbors are.
right now all you have to go on is demographics and quantity of spare strategic resources which tell you very little in a game with more than 4 or 5 people. this makes it very risky to do neglect making troops. end result = high-level strategic decisions are based on guesswork, and making decisions is important
the other extreme is full visibility. you can see what all your enemies are doing, and make sure to have enough military force. end result = decisions are easy, and executing strategies optimally is important
previous games had a nice compromise between these. you weren't relying on blind faith when you decided that you could afford to make a wonder instead of a few more troops. at the same time, you were not able to get the complete picture of a civ's activity. it was basically making semi-educated guesses.
espionage achieves this balance because you have to pay (make yourself weaker) to get more info (make better decisions). maybe vanilla civ 4's freely visible power graph was a bit much, but hints about what is going on would be great, such as what policies people are adopting or what technologies/units they have.
adding consequences for rushing also helps indirectly. right now the only way to guarantee survival is with troops. but there isn't enough of a disadvantage when they are used. retreat is basically free. if attacking was the bad decision the consequences are minor. if booming was the bad decision the consequences are severe. war weariness kind of did this, but in a broken way
always war teamgames don't really need this, but it allows for a lot more variety in FFA games.
right now it's a lot of luck. if you can expand without having to defend, you're at a huge advantage compared to someone who escorted settlers and whatnot. on the other side, people spend hours building up a civ and then just die because you can send in lots of units before they have time to react. games come to a rather abrupt end, and it's less satisfying
right now all you have to go on is demographics and quantity of spare strategic resources which tell you very little in a game with more than 4 or 5 people. this makes it very risky to do neglect making troops. end result = high-level strategic decisions are based on guesswork, and making decisions is important
the other extreme is full visibility. you can see what all your enemies are doing, and make sure to have enough military force. end result = decisions are easy, and executing strategies optimally is important
previous games had a nice compromise between these. you weren't relying on blind faith when you decided that you could afford to make a wonder instead of a few more troops. at the same time, you were not able to get the complete picture of a civ's activity. it was basically making semi-educated guesses.
espionage achieves this balance because you have to pay (make yourself weaker) to get more info (make better decisions). maybe vanilla civ 4's freely visible power graph was a bit much, but hints about what is going on would be great, such as what policies people are adopting or what technologies/units they have.
adding consequences for rushing also helps indirectly. right now the only way to guarantee survival is with troops. but there isn't enough of a disadvantage when they are used. retreat is basically free. if attacking was the bad decision the consequences are minor. if booming was the bad decision the consequences are severe. war weariness kind of did this, but in a broken way
always war teamgames don't really need this, but it allows for a lot more variety in FFA games.
right now it's a lot of luck. if you can expand without having to defend, you're at a huge advantage compared to someone who escorted settlers and whatnot. on the other side, people spend hours building up a civ and then just die because you can send in lots of units before they have time to react. games come to a rather abrupt end, and it's less satisfying